Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search
Links
Shop
Recent Reviews

Power Word Spells: Lore of the First Language (PFRPG) PDF
***** by Endzeitgeist

Wicked Fantasy—Humans: The Reign of Men (PFRPG) PDF
***( )( ) by Endzeitgeist

A Necromancer's Grimoire: Masters of the Gun (PFRPG) PDF
*( )( )( )( ) by Endzeitgeist

GameMastery Flip-Mat: Dragon's Lair
***** by danmasucci

GameMastery Flip-Mat: Haunted Dungeon
***** by danmasucci

   RSS Posts    RSS Reviews    RSS Wishlists

Greg A. Vaughan's page

Pathfinder Lead Developer, Frog God Games. Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules Subscriber. FullStar Pathfinder Society GM. 1,697 posts (1,702 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 4 aliases.

Favorites

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Modules, Battles Case, GameMastery Maps Subscriber)

I think you’re experiencing a disconnect between Paizo and yourself on what this particular Adventure Path is for; on what the AP is, as a whole, about.

The theme of the Carrion Crown Adventure Path involves exploring the various different subjects of Gothic literary and Hammer movie horror. The Whispering Way serves as a bridging story element. I’m sure there’s a term for this kind of a literary device, but I can’t remember what it’s called. The pursuit serves as an overarching framework allowing the heroes to take part in a series of self-contained stories… each exploring a different source of horror (Ghost stories and hauntings in volume one and Frankenstein & mad science in two, for example.) It provides the impetus for the characters to move from one story to another, where they wouldn’t otherwise have the reason.

Removing Volume 4 would hobble a chunk of the very point of the Path. The different chapters and horrors themselves are the purpose of the Carrion Crown AP.

If there’s a flaw or a failing in the Path, it might be that it does too good of a job at making the framework arc seem important (at least for yourself…) obscuring the relevance of the individual stories. Perhaps it’s overcompensation. In my experience, several past Paths do poorly in representing the over-arching villains providing the motivation and wind up with a “Who’s that guy/group? Oh, he’s/they’re the cause of all your troubles up to this point! Oh, really, um, okay, we’ll fight them then, I guess?” climax final volume.

To be honest, though, running the AP, I haven’t experienced such a problem. My players became engaged with the plot, conflict, and characters of each volume so far… and without losing sight of the pursuit, realized that each situation they’ve happened upon holds potential to get gravely dangerous unless someone intervenes as only they are poised to do. Perhaps your GM is overstating the dire immediacy of the Whisperers compared to the threats in the individual stories, or perhaps it’s just a “Your mileage may vary,” situation about this kind of literary device.

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules Subscriber)

Hey there, here is a conversion of B4 The Lost City (Moldvay, Tom. TSR, 1982). Note: This is a re-imagined version, rather than a straight conversion.

Here is the file -> B4 The Lost City [67.75MB]

I recommend you right click the link and select "save as" to get the file; Otherwise, your browser may display a cached version.

Tried to capture the flavor of the original, after finding just how popular the adventure was. I never played it, but having gone deeply into the story, it was a real miss because it was a great concept with lots of hooks for a long term campaign. I had fun trying to re-imagne why the listed creatures were placed where they were. I also got great ideas from the sundry web sites devoted to the module - A lot of folks have trodden this road before me and looks like they had as much fun.

Release Notes: Never enough time to do quality assurance or even play testing; Anyone trying this out, please give feedback. I can come in an correct it every so often as needed. I was going to add pregens but time was getting tight and I wanted to get this posted. If someone else wants to post some pregens, that would be cool. I changed some of the maps (Tier 5 mostly) so that movement between tiers made more sense - the idea came from one of the web sites. I also created some basic bookmarks so navigation is a little easier.

Enjoy!

~D

Other Conversions:

X2 Castle Amber [74.25MB]
A1 Slave Pits of the Undercity [40.00MB]
G2 Glacial Rift of the Frost Giant Jarl [23.41MB]
I2 Tomb of the Lizard King [43.75MB]
A Paladin in Hell [67.69MB] - (unfinished)


Greetings Mortals--

Back in the ol' days, in a realm far, far away called Living Greyhawk, a player named Ken Jenks posted what was an epic diatribe about what he expected other players to be able to do when he sat down with them at the LG table.

The post helped me during my LG days and it still haunts during some games as I remember what I should be doing and what I should be able to do. PFS and LG as similar, but not identical. Ken's point was excellent: at certain points within the PFS game, your character should be able to do certain things and handle certain encounters.

Here is my updated version for Pathfinder Society Play. Ignore at your leisure...but if you can accomplish the stuff below, I bet you're a pretty good, balanced player.

What I expect:

After your first mod:

After your first mod, I expect you to have a Potion of Cure Light Wounds and have the foresight to mention to your traveling companions wherein it might be found on your body. The only person responsible for healing you is you. (When you have 2 PA, I expect you to get a Wand of CLW.) Everyone should be able to easily stabilize another party member.

I expect you to have a way to deal damage at range: a ranged weapon, scrolls, wand or whatever.

You should have a way to deal with swarms. Of course, alchemist flasks are the easiest, but you may want something else. You know and I know that PFS mods are swarming with swarms...find a solution that fits your character.

I expect that you have a smokestick/fog effect and a way to create fire and light. Sure, a few tindertwigs and a sunrod or light spell. If you're prone to poisoning, I expect you to have antitoxin.

I expect that melee characters will have a back up weapon and spellcasters have a backup spell component pouch/holy symbol in case something happens to the primary.

After 2 chronicles, I expect every player to contribute to group healing...even if it's just handing off a Wand of CLW. Responsibility for your healing does *NOT* reside with any other character other than yourself. I expect you to be able to help in the healing...if the party happens to have a character who actively assumes the role, that is different. Never expect that it is someone else's job.

At level 3:

I expect you to be able to play your character efficiently with whatever role you choose. I expect that you will do something to help the party every round even if it is just using the Aid Another action or casting Guidance. *ALWAYS DO SOMETHING.* I expect that you will be able to properly use the Delay and Ready actions to align your character with the actions of others.

If you have a knowledge skill to identify a monster, I expect that you make that roll before you do anything else on your turn.

Melee types: I expect you to have a magic weapon or a way to get your weapon magicked (have scrolls of Magic Weapon to pass out). I expect you to have a secondary weapons of cold iron and silver. I expect you to be able to overcome DR to slashing, piercing, and blunt. (My personal favorite is a silvered morningstar: silver, piercing, and bludgeoning.) I expect you to be able to deal non-lethal damage.

Ranged types: I expect you to have a magic weapon or a way to get your weapon magicked (have scrolls of Magic Weapon to pass out). I expect you to have ammo of both cold iron and silver. I expect you to have a back up plan to handle close combat and overcoming DRs to slashing, piercing and blunt.

Caster types: I expect you to have the beginnings of a spellcasting library in scroll form so that you can handle some of the different and random situations that might come up. I expect that you will have a solution to help the party deal with swarms and invisible foes...you are the best equipped to handle them, regardless of your class. Your library should have some spells that scale nicely on a scroll: Obscuring Mist, Ray of Enfeeblement, Comprehend Languages, Endure Elements, Faerie Fire, etc.

I expect you to know how to use your basic spells in combat and have your spell descriptions in front of you *before* you cast the spell. I expect you to know how staple spells work: Magic Missle, Glitterdust, Spiritual Hammer, Grease...whatever your butter is, be able to spread it. I expect you to know how your area of effect spells may be placed...know what a cone looks like and the area effect of a Silence.

At level 5:

Every character should have the ability to fly...even if it's just a potion of fly. Sure, levitate works, so might spider climb. But have something. Nothing is more saddening than watching Thongar the Barbarian sulk because his prey took to the air. A prepped player should have a potion of fly so he could become *THONGAR*, Master of Airborne Pain and Suffering.

Every character should have a way to both breathe and fight underwater. Learn the basics of underwater combat and have a solution ready.

I expect you to be able to overcome magical darkness, like the effect from a drow or derro.

I expect you will start building a nice utility scroll/potion collection to handle things that might happen or could face: Protection from Evil, Lesser Restoration, Remove Blindness, Cure Disease, Restoration, etc. Included in that collection should be elemental protection as well (Resist Energy, Prot Energy) for when you know you're walking into the Dragon's Lair. What else is in your collection?

At level 7:

I expect every character will have a few "get out of jail" cards at their disposal...some magic item that will get them out of a jam when something goes wrong. Potions of Fly and Gaseous Form work pretty well in this regard and are 'free' (2 PA). Have ways to save yourself from needing to spend 16 PA on Raise Dead.

I expect that players will start sharing magical items with their companions, especially items that amplify abilities. "Mr. Mage, I have here a few scrolls of Enlarge Person and a pair of Pearls of Power 1. I like to be enlarged and if there is time in or before combat to make it happen, it would make me happy. I have potions of Enlarge Person as well if you don't have the chance." "Mr. Fighter, please wear this platinum ring...I'll wear it's companion and take some of your damage in the upcoming fight." "I have an old magical Cloak that I don't wear anymore...does anyone need it?"

I expect players to have a Potion of Invisibility or a way to sneak effectively when needed. Yep, even those wearing 50lbs of Plate Mail should have a way to sneak. There are times when sneaking when is a reasonable and fun solution to an encounter...or sometimes one just needs another escape option.

I expect all characters to begin to formulate a plan to tackle demons and devils, elementals and constructs, blobs and oozes. Each player needs to begin working on ways to bypass various DRs, SRs, and special defenses.

I expect players to begin to think about solutions to being grappled or helping others who are grappled. Melee types should have easy access to a light weapon, casters easy access to magical solutions (scrolls of Grease, Freedom of Movement, etc.).

At level 9:

Weak willed types: About now, I expect you to have solutions (or reasonable resistance) to mind influencing, mind control, and fear effects. At higher tiers, these are more prevalent and only YOU are responsible for being ready. I don't care if it's Iron Will, Improved Iron Will (or PFS faction shirt), Circles of Protection, or properly outfitted Wayfinders with Ioun Stones, find a solution. There is nothing worse than having the big beefy fighter turn against the party.

I expect all players to have a plan to tackle demons and devils, elementals and constructs, blobs and oozes. Each player needs to have ways to bypass various DRs, SRs, and special defenses.

After reading all that, I remember again the axiom from LG: about 10% of your gained wealth should go into consumables. Looking above, it still seems to be correct. Between spending PA and gold, about 10% of your income could be consumables.

Ken ended his post with following (which I think is still poignant): "As you can see, I have high expectations. What are yours?"

My characters aren't perfectly aligned with the above...but after typing this post, I'll begin to take steps to get more prepared. I expect a lot from my characters. Some of my characters, for roleplaying reasons, may or may not have some of the above...but I'll know that and accept that. In fact, I heartily accept and admire different expectations based on roleplayin.

What about you? What do you expect?

-Pain

Andoran (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

This announcement made me just realized 10 was out, so I just downloaded it.

ummm, I am having problems with it.. All the maps are difficult to read because of the B&W but the shading on the map on page 47 make it impossible to read, I can barely tell what is what on that map, the map on page 48 is difficult to but not as bad as the prior.

(Pathfinder Adventure Path Subscriber)

TRUST POINTS.
I made a list of all the Trust +'s and -'s and sure there is a lot of ways to lose them, but not easy to gain them.
Looking at the +'s I have a problem. It says that the group loses 1 trust every day. They start out with 20, if they play good they are able to gain 22 at the evening after the burial...but next day -> 21 and so on.

I can NOT see them gain trust hight as 26 or even 30 as some research or the Church quests require...

WHAT am I misssing?

-> Found it
I was missing THIS:
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/carrionCrown/missingTrustPoints



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.